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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Gestural musical interfaces using real time machine learning

Dasari, Sai Sandeep January 1900 (has links)
Master of Science / Department of Computer Science / William H. Hsu / We present gestural music instruments and interfaces that aid musicians and audio engineers to express themselves efficiently. While we have mastered building a wide variety of physical instruments, the quest for virtual instruments and sound synthesis is on the rise. Virtual instruments are essentially software that enable musicians to interact with a sound module in the computer. Since the invention of MIDI (Musical Instrument Digital Interface), devices and interfaces to interact with sound modules like keyboards, drum machines, joysticks, mixing and mastering systems have been flooding the music industry. Research in the past decade gone one step further in interacting through simple musical gestures to create, shape and arrange music in real time. Machine learning is a powerful tool that can be smartly used to teach simple gestures to the interface. The ability to teach innovative gestures and shape the way a sound module behaves unleashes the untapped creativity of an artist. Timed music and multimedia programs such as Max/MSP/Jitter along with machine learning techniques open gateways to embodied musical experiences without physical touch. This master's report presents my research, observations and how this interdisciplinary field of research could be used to study wider neuroscience problems like embodied music cognition and human-computer interactions.
2

De-gendering the electronic soundscape: women, power and technology in contemporary music

Brown, Jennifer M Unknown Date (has links)
In this project, I focus on women's relationships with technology in the context of contemporary music culture. In choosing this focus, I intend to elucidate the interplay between social constructs of gender, power and technology as they enacted in a particular arena of artistic and economic activity. The nature of this interplay is informed by prevailing regimes of truth which have emerged through historical processes and which surface in diverse social contexts, of which this is but one. My intention here is to identify such regimes and to situate women's discourses within them. In this undertaking, I draw on a body of theory which lies at the conjunction of contemporary feminist critique and the later work of Michel Foucault on power and the 'technologies of the self' to explore a model of power which promises cogent strategies in the feminist project of reworking notions of gender and social agency. The inquiry enlists the perspectives of women students in a university school of contemporary music through a guided interview process. The technologies referred to include musical instruments both of traditional and twentieth century design, as well as a range of sophisticated systems of equipment used for recording and amplifying, for composing and arranging music. Through analysis of the interview data and through readings from social science and musicology, I identify a dominant discourse, or regime of truth, which privileges men and marginalizes women in the realm of techno-musical activity. Alongside this prevailing regime are women's discourses which both comply with and dissent from its assumptions. In examining these discourses, I seek insights into the processes by which women collude in their own exclusion from a male-colonized terrain, but also exercise power to insist on entry. The alignment of technology and masculinity in contemporary music creates serious training and employment disadvantages for women in many facets of the industry. I contend that this anomaly demands attention in the interests of socio-economic justice, in the interests of the industry itself through full utilization of human resources and market potential, and in the interests of women's desires to expand their creative options and employment opportunities.
3

De-gendering the electronic soundscape: women, power and technology in contemporary music

Brown, Jennifer M Unknown Date (has links)
In this project, I focus on women's relationships with technology in the context of contemporary music culture. In choosing this focus, I intend to elucidate the interplay between social constructs of gender, power and technology as they enacted in a particular arena of artistic and economic activity. The nature of this interplay is informed by prevailing regimes of truth which have emerged through historical processes and which surface in diverse social contexts, of which this is but one. My intention here is to identify such regimes and to situate women's discourses within them. In this undertaking, I draw on a body of theory which lies at the conjunction of contemporary feminist critique and the later work of Michel Foucault on power and the 'technologies of the self' to explore a model of power which promises cogent strategies in the feminist project of reworking notions of gender and social agency. The inquiry enlists the perspectives of women students in a university school of contemporary music through a guided interview process. The technologies referred to include musical instruments both of traditional and twentieth century design, as well as a range of sophisticated systems of equipment used for recording and amplifying, for composing and arranging music. Through analysis of the interview data and through readings from social science and musicology, I identify a dominant discourse, or regime of truth, which privileges men and marginalizes women in the realm of techno-musical activity. Alongside this prevailing regime are women's discourses which both comply with and dissent from its assumptions. In examining these discourses, I seek insights into the processes by which women collude in their own exclusion from a male-colonized terrain, but also exercise power to insist on entry. The alignment of technology and masculinity in contemporary music creates serious training and employment disadvantages for women in many facets of the industry. I contend that this anomaly demands attention in the interests of socio-economic justice, in the interests of the industry itself through full utilization of human resources and market potential, and in the interests of women's desires to expand their creative options and employment opportunities.
4

Can sound be used to effectively direct players' attention in a visual gameplay oriented task?

Kristal-Ern, Alfred January 2017 (has links)
In this study, the understanding about multimodal perception from previous studies has been used to create a perceptually demanding visual search task inside a game. Also, a subtle multimodal cue was created to be in-directly informative about the visual search target’s location by attracting subjects’ attention. 20 subjects were divided equally among the experiments two conditions, one where the subjects had no access to the multimodal information and one where the subjects did have access to the multimodal information. The multimodal information conveyed to the subjects in this experiment was temporal synchrony between a visual light pulsating and a sound being modulated using level and low-pass filtering. Results showed that the subjects that were given the multimodal information improved more on the search task than the group without multimodal information, but the subjects in the multimodal group also perceived the pace of the task as higher. However, it is unclear exactly how the multimodal cue helped the subjects since the playing subjects did not seem to change their search movement pattern to favor the location of the search target, as was expected. Further, the difficulties and considerations of testing in a game environment is discussed and it is concluded that the gamer population is a very varied group which has big impacts on methodology of in-game experiments. To identify sub-groups, further research could study why different players use different search behaviors.
5

Analysis, modeling and wide-area spatiotemporal control of low-frequency sound reproduction

Hill, Adam J. January 2012 (has links)
This research aims to develop a low-frequency response control methodology capable of delivering a consistent spectral and temporal response over a wide listening area. Low-frequency room acoustics are naturally plagued by room-modes, a result of standing waves at frequencies with wavelengths that are integer multiples of one or more room dimension. The standing wave pattern is different for each modal frequency, causing a complicated sound field exhibiting a highly position-dependent frequency response. Enhanced systems are investigated with multiple degrees of freedom (independently-controllable sound radiating sources) to provide adequate low-frequency response control. The proposed solution, termed a chameleon subwoofer array or CSA, adopts the most advantageous aspects of existing room-mode correction methodologies while emphasizing efficiency and practicality. Multiple degrees of freedom are ideally achieved by employing what is designated a hybrid subwoofer, which provides four orthogonal degrees of freedom configured within a modest-sized enclosure. The CSA software algorithm integrates both objective and subjective measures to address listener preferences including the possibility of individual real-time control. CSAs and existing techniques are evaluated within a novel acoustical modeling system (FDTD simulation toolbox) developed to meet the requirements of this research. Extensive virtual development of CSAs has led to experimentation using a prototype hybrid subwoofer. The resulting performance is in line with the simulations, whereby variance across a wide listening area is reduced by over 50% with only four degrees of freedom. A supplemental novel correction algorithm addresses correction issues at select narrow frequency bands. These frequencies are filtered from the signal and replaced using virtual bass to maintain all aural information, a psychoacoustical effect giving the impression of low-frequency. Virtual bass is synthesized using an original hybrid approach combining two mainstream synthesis procedures while suppressing each method‟s inherent weaknesses. This algorithm is demonstrated to improve CSA output efficiency while maintaining acceptable subjective performance.
6

Creating Natural Variation in Game Dialogue

Timan, Jesper January 2019 (has links)
The interactive and non-linear aspects of video games bring forth the problem of repetition.In game sound, dialogue is particularly susceptible to repetition because of our hearing’ssensitivity to human speech. The most common way to avoid repetition in game dialogue isto record multiple takes of every phrase as to have several naturally varied samples, whereasthis study explores the possibility to create these natural variations by manipulation of pitchand/or time of one recorded phrase using a readily available software. A listening test wasconducted where 23 subjects rated the variation, naturalness and artifacts of a recordedspoken phrase where three altered versions manipulated by altering the pitch, timing and bothpitch and timing where compared to the original recording, examining which manipulationtype yielded the most variation while also considering the naturalness and artifacts. Arepeated measures factorial ANOVA and pairwise comparisons showed a significantdifference between all manipulation types regarding the three dependent variables. Theresults show that the pitch manipulated sample had the best compromise between perceivedvariation, naturalness and artifacts, and would therefore be the recommended method forcreating variation of recorded dialogue.
7

Adaptiv nivåreglering: Dynamisk expansion av ljudsignaler i en reell arbetsmiljö

Kursu, Sami January 2013 (has links)
<p>Examensarbetet har finansierats av Interactive Institute Piteå med medel från strukturfondsprojektet LJUDIT. Arbetet har utförts på och handletts av Interactive Institute Piteå.</p> / LJUDIT
8

Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX

Wallin, Emil January 2020 (has links)
This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. The participants did not know what they were auditioning, and in a form filled out after the play test they assessed the differences in the level parts’ responsiveness and their preference. From this form no significant benefit or drawback was found to the game’s responsiveness, and no significance was found to the participants’ preference toward either sound effect implementation. The study’s conclusions are that these physically inspired models could be used as a mean of implementation for melee weapon sound effects if the sounds used or the game setting would suit this approach, or if this would be the artistic wish of the game developers.
9

Work methods for complying with the EBU R 128 recommendation in live TV broadcasts

Granath, Jimmy January 2021 (has links)
In order to investigate what work methods professional audio engineers use to comply with the EBU R 128 recommendation in live TV broadcasts, an interview study was conducted. The purpose of the study was to provide novice and professional engineers with information about what work methods to use when trying to comply with the current loudness standards in live situations. Furthermore, the study may also contribute with new perspectives to the already existing production guidelines developed by the European Broadcasting Union (EBU). Five professional audio engineers from the TV broadcasting industry were interviewed. The subjects in this study suggest another way of measuring the loudness of live broadcasted music shows. Instead of measuring the whole program, the subjects argue that loudness measurements of the dialogue may be a more appropriate measurement method. Furthermore, a widening of the tolerance window of the EBU R 128 recommendation is suggested for music shows. The current tolerance window of  1 LU needs to be expanded to  1.5-2 LU, according to the subjects in this study and for music shows in particular.
10

Is there a correlation between the natural reverberation in a critical listening environment and adjustments of an artificial reverb?

Brandberg, Marcus January 2019 (has links)
One of the mixing engineers most important tool when listening, analyzing and taking decisions is the physical space in which the reproduction system and the monitors are placed. The space needs to fulfill certain aspects to be able to qualify as a control room considered good for taking these decisions. In this study an active listening test was conducted to investigate if the RT60 of the natural reverberation in the room affected a mixing engineers’ decisions when adjusting parameters on an artificial reverb. 16 subjects participated, the subjects adjusted reverb level and reverb time of an artificial reverb in two different acoustical environments, with two different values of RT60. The environments were based on a professional control room made for mixing and mastering. The two values for RT60 was achieved through manipulating the room with diffusors and absorbing material. It was found that the subjects were able to adapt to the different acoustical environments, although other differences were found. The order of the which of the environments the subjects started in and which parameter the subject started adjusting, showed a considerable impact on the result. As well as what kind of factors the subjects considered when adjusting the artificial reverb.

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